
Emily Daem contributed to the gmuGADIG/bake-me-crazy and gmuGADIG/DEADSHOT repositories, building gameplay features and UI systems using GDScript and the Godot engine. She developed resource management frameworks, expanded item catalogs, and implemented interactive mechanics such as a baking minigame and enemy health systems. Her work included designing and refining UI/UX elements, such as an options menu with audio and visual settings, and tuning in-game economies for better progression. Emily’s technical approach emphasized maintainable code, iterative feature delivery, and alignment with player experience goals, resulting in robust, scalable systems that support future content expansion and improved user engagement.
December 2025 (Month: 2025-12) monthly summary for gmuGADIG/DEADSHOT. Delivered two core features to enhance progression and player experience, plus targeted fixes to improve stability and UX: - Economy balance: Reduced meat currency costs for various skills and increased meat currency collection from enemies, improving accessibility to skill acquisition and reinforcing reward mechanisms. - Audio UI Update: Replaced VFX with SFX in the audio bus and exposed SFX volume in the options menu, aligning controls with user expectations and reducing audio confusion. - Bug fix: Meat economy inconsistency resolved as part of the balance work, stabilizing progression feedback and currency flow. Overall impact: Faster onboarding for new players, clearer progression pacing, and a more polished audio experience, contributing to higher engagement potential and better alignment with business goals. Technologies/skills demonstrated: game economy tuning, audio system updates, UI/UX adjustments, and disciplined version-control practices.
December 2025 (Month: 2025-12) monthly summary for gmuGADIG/DEADSHOT. Delivered two core features to enhance progression and player experience, plus targeted fixes to improve stability and UX: - Economy balance: Reduced meat currency costs for various skills and increased meat currency collection from enemies, improving accessibility to skill acquisition and reinforcing reward mechanisms. - Audio UI Update: Replaced VFX with SFX in the audio bus and exposed SFX volume in the options menu, aligning controls with user expectations and reducing audio confusion. - Bug fix: Meat economy inconsistency resolved as part of the balance work, stabilizing progression feedback and currency flow. Overall impact: Faster onboarding for new players, clearer progression pacing, and a more polished audio experience, contributing to higher engagement potential and better alignment with business goals. Technologies/skills demonstrated: game economy tuning, audio system updates, UI/UX adjustments, and disciplined version-control practices.
November 2025: Delivered a robust Options Menu System for the DEADSHOT project, enabling players to navigate and configure audio/visual settings with animations, and access from both pause and main menus. The feature underwent multiple iterations and stability refinements, resulting in a production-ready UI that enhances player control and accessibility. Major polish and bug fixes were applied to navigation and menu state handling, improving usability and reducing interaction friction. This work strengthens core game usability and supports future UI expansions.
November 2025: Delivered a robust Options Menu System for the DEADSHOT project, enabling players to navigate and configure audio/visual settings with animations, and access from both pause and main menus. The feature underwent multiple iterations and stability refinements, resulting in a production-ready UI that enhances player control and accessibility. Major polish and bug fixes were applied to navigation and menu state handling, improving usability and reducing interaction friction. This work strengthens core game usability and supports future UI expansions.
Month: 2025-10. Focused on delivering a foundational enemy combat feature in gmuGADIG/DEADSHOT. Implemented an Enemy Health System and Damage Handling to enable core combat mechanics, establishing health tracking and a damage function that reduces enemy health on hits. This work sets the groundwork for future enemy AI, balance tuning, and gameplay feedback while enabling incremental, testable changes. The change is captured in commit 31fbcb7b0b87a04a404ac6df8cae2750431da441 with message 'Health momen'. No major bugs fixed this period; emphasis was on delivering foundational functionality and enabling faster iteration on combat features.
Month: 2025-10. Focused on delivering a foundational enemy combat feature in gmuGADIG/DEADSHOT. Implemented an Enemy Health System and Damage Handling to enable core combat mechanics, establishing health tracking and a damage function that reduces enemy health on hits. This work sets the groundwork for future enemy AI, balance tuning, and gameplay feedback while enabling incremental, testable changes. The change is captured in commit 31fbcb7b0b87a04a404ac6df8cae2750431da441 with message 'Health momen'. No major bugs fixed this period; emphasis was on delivering foundational functionality and enabling faster iteration on combat features.
May 2025: Delivered core feature for gmuGADIG/bake-me-crazy: Minigame Baking Mechanic adding a baking step with an oven sprite and interactive baking logic to expand gameplay and engagement. No major bugs recorded for this repository this month; focus was on delivering a production-ready feature with clean integration into the minigame loop.
May 2025: Delivered core feature for gmuGADIG/bake-me-crazy: Minigame Baking Mechanic adding a baking step with an oven sprite and interactive baking logic to expand gameplay and engagement. No major bugs recorded for this repository this month; focus was on delivering a production-ready feature with clean integration into the minigame loop.
March 2025 performance summary for gmuGADIG/bake-me-crazy: Expanded gameplay content with new food items, improved resource handling, and targeted code cleanup to reduce maintenance overhead and set the stage for future content. Overall impact: Enhanced player engagement opportunities through a richer item catalog, while maintaining code quality and maintainability. The changes are designed to support longer play sessions and potential monetization opportunities through diversified resources.
March 2025 performance summary for gmuGADIG/bake-me-crazy: Expanded gameplay content with new food items, improved resource handling, and targeted code cleanup to reduce maintenance overhead and set the stage for future content. Overall impact: Enhanced player engagement opportunities through a richer item catalog, while maintaining code quality and maintainability. The changes are designed to support longer play sessions and potential monetization opportunities through diversified resources.

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